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The story follows the chance meeting between Senkichi, a wandering gambler on the run, and Orin, a blind musician who offers him kindness and shelter. As their lives become intertwined, they attempt to find a sense of peace and domesticity while caught in the crossfire of the violent Bakumatsu revolution.
In 17th century Japan, Young Lord Masato returns after years abroad to find everything changed: his peace-loving father has died in what he soon finds to be mysterious circumstances, and his mother's married to his uncle, whose ruthless ambition is causing turmoil in the kingdom. Not knowing who to trust, Masato feigns madness, vowing to get to the truth, even though his act causes distress to the girl he loves, who's waited for him all these years. The ghost of his father turns up now and then to show him the way. Meanwhile a peasant revolt is brewing... It all ends tragically.
Genji Kurô is a master swordsman and entrusted with protecting the ancient sword Kaen by the Otsubo family.
Tokijiro has the unfortunate duty according to the code of the gamblers to join in the fighting when afforded a night’s stay and meals at the home of a town boss. Though he dislikes killing, the strength of his swordsmanship will be tested time and time again in the bloody tale.
A documentary profiling a Japanese taiko drumming group based in the remote Sado Island, Japan. The film blurs the line between real-life documentary footage of the troupe's training and practice regimes, and staged performances of their varied musical acts, with sets designed by artist Tadanori Yokoo and an additional experimental electronic music score by Toshi Ichiyanagi.
In Part I we see the young would-be swordsman setting out to achieve greatness in war, achieving nothing because fighting on the losing side, & then beginning his long period of wandering & training, with the goal always in mind of his duel with Kojiro. Part II builds toward that great duel on Ganryu Island, with considerable focus on Musashi's planning & forethought as to how to gain an advantage.
Period piece about a young man who, because of his hard life alone in the world, has become a yakuza. When he hears that his mother may be living in Edo (Tokyo), he travels there, intent on finding her and leaving the swordsman's life behind. But a team of rival gangsters is hot on his heels.
A former soldier is caught working the black market and sent to prison while his partner escapes and goes on to become a gangster, but their paths cross again as they both fall in love with the same woman.
The third chapter of the ‘Red Peony Gambler’ saga depicts the happiness and sadness of Red Peony Oryu’s life as she seals her femininity with a red peony tattoo and lives in world of chivalry and honor of the yakuza. This story takes place in the middle of the Meiji era in Nagoya. Oryu is wandering the country, training herself to reinstate her family name. With a written recommendation from Kumatora, she appears at the door of the Nishinomaru family. At the same time, the family is preparing for the gambling competition at the Netsuda Shrine Festival, which they have been hosting for generations. Meanwhile, the crooked Kinbara family is plotting to take over the competition. And now Oryu is forced to get involved in the struggle…